Change-Id: I2de5addc54cb948e653c63106e34f095e0b43376
Signed-off-by: seungho baek <sbsh.baek@samsung.com>
{\r
if(auto actor = scene.CreateNodes(iRoot, resourceChoices, nodeParams))\r
{\r
- scene.ConfigureSkeletonJoints(iRoot, resources.mSkeletons, actor);\r
scene.ConfigureSkinningShaders(resources, actor, std::move(nodeParams.mSkinnables));\r
ConfigureBlendShapeShaders(resources, scene, actor, std::move(nodeParams.mBlendshapeRequests));\r
\r
position = bone * position;
normal = (bone * vec4(normal, 0.0)).xyz;
tangent = (bone * vec4(tangent, 0.0)).xyz;
-#endif
+ normal = normalize(normal);
+ tangent = normalize(tangent);
+ vec4 vPosition = position;
+#else
vec4 vPosition = uModelMatrix * position;
+#endif
vNormal = normalize(uNormalMatrix * normal);